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This chamber is the lair of Mother Thrunefang, the lacedon cleric who was Nylithati in life, and who served aboard the Thrune’s Fang as a priest and agent of the House of Thrune so many decades ago. Today, that life is all but forgotten to the hideous creature, who now appears as a gaunt, green-skinned woman with long ears, a pointed tongue, and rotten flesh. She wears tattered rags, and a small snake’s skull on a thong of hair about her neck—her holy symbol.

Nylithati does not attack intruders on sight—instead, impressed with their persistence, she offers them life beyond death—she’ll bite them and infect them with ghoul fever, and then let them languish in the cavern of unbirth (area V20) until they die and are reborn as her newest children. Any who refuse her hideous offer are only fit for food.

Before Combat

Nylithati casts shield of faith on herself if she can before entering combat or responding to the sounds of battle in area V27.

During Combat

Nylithati opens combat by casting darkness. She then lurks in the darkness while she casts spiritual weapon, cause fear, and finally divine favor before attacking. If outnumbered by more than three foes, she channels negative energy—she also uses channeled negative energy to heal her lacedon allies whenever one is damaged.

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 14) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Paralysis (1 rounds, DC 14) (DC 14) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Swimming (30 feet) You have a Swim speed.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

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